iw4x-client/src/Components/Modules/AssetInterfaces/IRawFile.cpp
2022-12-01 14:55:25 +00:00

76 lines
1.9 KiB
C++

#include <STDInclude.hpp>
#include "IRawFile.hpp"
namespace Assets
{
void IRawFile::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
Components::FileSystem::File rawFile(name);
if (!rawFile.exists())
{
return;
}
auto* asset = builder->getAllocator()->allocate<Game::RawFile>();
if (!asset)
{
return;
}
asset->name = builder->getAllocator()->duplicateString(name);
asset->len = static_cast<int>(rawFile.getBuffer().size());
const auto compressedData = Utils::Compression::ZLib::Compress(rawFile.getBuffer());
// Only save the compressed buffer if we gained space
if (compressedData.size() < rawFile.getBuffer().size())
{
asset->buffer = builder->getAllocator()->allocateArray<char>(compressedData.size());
std::memcpy(const_cast<char*>(asset->buffer), compressedData.data(), compressedData.size());
asset->compressedLen = static_cast<int>(compressedData.size());
}
else
{
asset->buffer = builder->getAllocator()->allocateArray<char>(rawFile.getBuffer().size() + 1);
std::memcpy(const_cast<char*>(asset->buffer), rawFile.getBuffer().data(), rawFile.getBuffer().size());
asset->compressedLen = 0;
}
header->rawfile = asset;
}
void IRawFile::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::RawFile, 16);
auto* buffer = builder->getBuffer();
auto* asset = header.rawfile;
auto* dest = buffer->dest<Game::RawFile>();
buffer->save(asset);
buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
if (asset->name)
{
buffer->saveString(builder->getAssetName(this->getType(), asset->name));
Utils::Stream::ClearPointer(&dest->name);
}
if (asset->buffer)
{
if (asset->compressedLen)
{
buffer->save(asset->buffer, asset->compressedLen);
}
else
{
buffer->save(asset->buffer, asset->len + 1);
}
Utils::Stream::ClearPointer(&dest->buffer);
}
buffer->popBlock();
}
}